Just a reminder: you don't get to keep the scroll, but you can use it during the module (it is a level 2 spell though). There are additional rules for copying a spell into a spellbook that I can't remember right now.

Since the scroll is too high a caster level for a level 1, anybody trying to use it would have to make a caster level check to use it, but I think it would only be DC4. Probably only useful for learning the spell, unless we run into something that particularly needs shattering, and punching it won't do the job.

Quartes looks at one altar, then the other. Well, I guess we can assume that whomever now calls this fortress his home is a worshipper of this two-faced god. The presence of the skeletons certainly points to its being evil; is there anything else we should take away from these altars? Filios, perhaps you could make certain there are no hidden compartments within?

In the middle of the northeast wall in the southern half of the chamber, you notice something off with the pattern of symbols and writings. Examining it more closely, you see a well-hidden secret door. One of the writings has a small hole which appears to be a keyhole on closer inspection.

Beckett:

Assuming you turn in each direction... As you face north, you sense the presence of magic. As you continue to focus and study the area, you learn that it is a faint conjuration (healing) aura, but the precise location isn't in this room. Even though there doesn't appear to be any way to reach it, it's coming from the northern wing of this floor.

Another lock, without a key. . . How do these goons travel between? Maybe that is the great mistery here. Maybe they are just trapped between two locked doors, and turned to , . . . um, um, . . . "not evil" dark gods as a way of getting out of their eternal torments here., just a little sarcasticly.

The door swivels open with a quiet sound of stone rubbing against stone. It opens to a view out of the ruined eastern wing of the tower. A larger portion of the floor has collapsed here, but enough of it remains to form a path to the northern wing.

As you get closer to the room, movement draws your attention upward. A living, moving fabric seems to cover the ceiling of this half-collapsed chamber, which stretches northwest into darkness. The pungent smell of ammonia rises from the droppings that litter the floor.

The location of the magic aura would have been near the western wall of this chamber.

Knowledge (nature) DC 12:

A swarm of bats calls the room home. Any movement or light might disturb them, and you probably won't be able to harm them with your weapons... you'd just be able to take out a few of the thousands of tiny creatures.

with soft whispers and a few signals, I'll try to indicate to the others that I see something in that area. I'll actually step back outside of the room for the moment, to discuse what we should do without risking the swarm.

The stairs continue up to the fourth floor. The in-tact walls of the tower are featureless the entire way up. These siege castles are famous for having no indication of any way inside, including an absence of any windows or doors.

Quartes shakes his head, cursing. I have no magics that could take them all at once...we'd have a tough time cutting all of the little beasts down before they could overwhelm us. I do have a spell that could lift an item far away...if only I could get a little bit closer.

"Due to my darkvision, I don't carry torches, but if that's bats, I believe someone could burn them with a lit torch. My own oil flasks would work in a pinch as well, but I only have two, and getting them to ignite is not a sure thing like true alchemists fire."

The item is 30 feet away, so you'd need 4 checks to get there and back.

Are there updated rules regarding torches? It looks like they do gauntlet weapon damage plus one point of fire damage. I think IC you'd recognize that weapons won't do much good against thousands of tiny creatures.